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Fixed crash due to negative timings
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CHANGELOG.md

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@@ -44,7 +44,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- The Signal Hunt activity no longer has a preview image, as it was not formatted correctly and spoiled the interior structure of the cave.
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- `MovableObject`'s `UniqueID` and `Age` fields are now persisted through game save/load.
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- `MovableObject`'s `UniqueID` field is now persisted through game save/load.
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</details>
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Source/Managers/ActivityMan.cpp

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@@ -209,7 +209,7 @@ bool ActivityMan::LoadAndLaunchGame(const std::string& fileName) {
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}
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g_MovableMan.SetShouldPersistUniqueIDs(false);
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g_TimerMan.SetSimTickCount(simTimeTicks);
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//g_TimerMan.SetSimTickCount(simTimeTicks); // Don't do for now... causes issues with negative times in places
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// When this method exits, our Scene object will be destroyed, which will cause problems if you try to restart it. To avoid this, set the Scene to load to the preset object with the same name.
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g_SceneMan.SetSceneToLoad(originalScenePresetName, placeObjectsIfSceneIsRestarted, placeUnitsIfSceneIsRestarted);

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